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Mostofthetime,realisticsurfacesandrendersrequireyoutohaveafairnumberof
texturetypesuseddfifuse,specular,displacement,roughness,etc.However,ifyouhave
noaccesstospecializedsoftwarelikeCrazyBump,Knald,Bitmap2Material,andthelike,
thiscanbeaproblem.
Inthisbrieftutorial/article,Illshowyouhowyoucanuseoneimagetextureandgenerate
commonlyusedtexturemapsoutofitusingBlendersCyclesmaterialnodes.However,
thetechniquespresentedherearealsoapplicablewithothersoftwarepackages.
Bytheendofthistutorial,youshouldhaveabasicunderstandingonhowtomanipulate
imagetexturesusingavarietyofnodetechniques.
Optional downloads
starter.blendfile
finished.blendfile
woodplankstexture (externallink)
Available formats
websitearticle
YouTubeVideo(comingsoon)
Software used
Blender2.74
Cycles
Ready?Letsgo!
1 Basic Material Setup
Tostartoff,prepareasimpleDiffuseandGlossymaterialmixturewithanimagetextureas
diffuseinput.Notprettyatthemoment,butwellimprovethisinthenextsteps.
Thisstepistotallyoptionalbutaddingitcanaddthatbitofrealismtoyourshader,atleast
formepersonally.)
Createthegradienteffectonthediffuseshaderbyusingan RGBCurves
(Add>Color>
RGBCurves) nodetodarkenthebasecolorand mix (Add>Shader>MixShader)
this
withtheoriginaldiffusenodeusingaLayerWeight (Add>Input>LayerWeight)
as
factor.
3 Creating the Specular Map
TheSpecMapisatexturetypethatdictateswhichpartsareglossy/specularbasedonthe
grayscalevaluesthatithas.FortunatelyinBlender,thisisaseasyasattachingan
RGBto
BW (Add>Converter>RGBtoBW)
node tothebaseimageandcontrollingtheinfluence
witha
ColorRamp node (Add>Converter>ColorRamp).
Inreality,nonmetallic/dielectricobjectsandsurfacesproducemoredefinedreflectionsat
grazingangles,alsoreferredtoasfresnelreflectance.
Usingtheinformationwehavefromthe LayerWeightnodeinstep2,wewill
subtract
(Add>Converter>Math)thevaluewiththeSpecMapgeneratedinstep3.
WewillthenusetheoutputofthisnodesetupastheFactorinputfortheMixShader.This
achievestwoeffectsinone:
fresnelreflectanceand
specularitymap.
ThismapbasicallytellsBlenderwhichpartsoftheshaderhasroughglossysurfaces.To
dothis,simplyaddanother
ColorRamp nodeandusethesame RGBtoBW nodethatwe
usedinthepreviousstepsas
Factorinput.
AttachtheColoroutputofthe
ColorRamp
nodetothe
Roughness
inputofthe
Glossy
BSDF node.Wenowhaveapseudoroughnessmaskthatwecantweakhoweverwewish
viatherampsoftheColorRampnode.
Itworksmorelikeaworkaroundcomparedtowhatyouwouldnormallyachievewhen
usingdedicatednormalmaps,buttheeffectsarerelativelycloseandindistinguishable.
Derivingthesametechniquespreviouslydiscussed,wellbecreatingthematerialbump,
ontopofthealreadyexistingnormalmaps,forevenmorerealism.
AttachtheValueoutputofthe
RGBtoBW nodetoa
ColorRamp nodeandadjustthe
sliders,creatingacompacttransitionfrompureblacktopurewhite.
Adda
Mathnodesetto
Multiply
andattachittothe
Displacement inputofthe
Output
node.Thevalueinthesecondsliderdictatesthismapsintensity.
8 Creating the Cavity Map
Inconjunctionwiththedisplacementmap,thistypeofmapwillimplyeffectslikedustand
dirtforminginthecrevices,occlusioneffect,andthelike.
Nowwejustneedtospecifywhichpartswillhavethecavitymasks.Adda ColorRamp
nodelikewedidin
step7
andinsteadofusingpureblackfortheleftcolorslider,usea
grayishcolor.
Andfinally,connectthe
Color
outputofthe
ColorRamp
nodetothe
Factor
inputofthe
MixShader .
Conclusion
Theprocedures,techniques,andworkaroundspresentedhereareonlytouchingthe
surfaceofwhatispossiblewithnodes.Incombinationwithothereffectslikescratches,
surfacedusts,andthelike,thiswillbeapowerfuladditiontoyourworkflowasanartist.
Ihighlysuggestyoutoexplorefurther,breakdownwhatIhavepresented,andeventually
comeupwithsomethingmoreintuitiveandeffective.
Ifyoulikethisarticle,spreadtheword,leavemeacomment,andshareitwithyour
friends.
Andifyoufancy,youcanvisitmeonthefollowinglinks:
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HavefunandhappyBlending!:)
Reyn